The Concept of Presence and its Measurement

Size: px
Start display at page:

Download "The Concept of Presence and its Measurement"

Transcription

1 PEACH Summer School, Santorini, Greece, July 2007 The Concept of Presence and its Measurement Mel Slater 1,2 1 ICREA Universitat Politècnica de Catalunya Barcelona, Spain 2 Department of Computer Science University College London UK THIS ARTICLE IS NOT TO BE REDISTRIBUTED NOR QUOTED WITHOUT THE PERMISSION OF THE AUTHORS

2 A real person interacts with virtual characters Mimicry is one step towards attribution of mind Figure 1 When People Interact with Virtual Characters. Correlations in behaviour between the real and virtual people are likely to enhance the probability of the real person responding to the virtual people as if they are real. 2

3 Contents 1. INTRODUCTION PRESENCE AND IMMERSION PRESENCE AND ATTENTION, EMOTION, INVOLVEMENT, ENGAGEMENT AND OTHERS CORRELATIONAL PRESENCE CORRELATIONAL PRESENCE AND THE SENSORIMOTOR LOOP NECESSARY CONDITIONS FOR PRESENCE PRESENCE MEASUREMENT A MEASURE OF PRESENCE AGAINST GROUND TRUTH CONCLUSIONS ACKNOWLEDGEMENTS REFERENCES

4 1. Introduction In these notes presence is considered as the propensity of people to respond to virtually generated sensory data as if they were real (Sanchez-Vives and Slater, 2005). This encompasses their ability to act within the environment created by virtually generated sense data in a manner commensurate with how they would be able to behave if the sensory data were real. If they see an object on the floor below them, and wish to lift it, then they should be able to bend down, grab it, feel it, feel its weight, and lift it, see their limbs (or representations of these) in the act of lifting, with proprioception matched to sensory data. High presence does not demand high fidelity to physical reality, but rather that people do respond, and be able to respond, as if the sensory data were physically real. This approach makes presence directly observable and measurable both with respect to observations of others, and with respect to knowledge of one s own behaviour. The vast majority of research on presence has represented the concept as a subjective state or feeling, including the notion of being there, that is accessible and measurable by questionnaires, as discussed for example in (Draper et al., 1998). Here we present a quite different view, treating presence as rooted in activity, the response of people to their surroundings and their ability to actively modify those surroundings (Flach and Holden, 1998; Zahorik and Jenison, 1998). Another way to state our definition in the opening paragraph is that presence arises when there is successful substitution of real sensory data by virtually generated sensory data. The substitution is successful to the extent that the participant in a virtual or mixed reality forms percepts from the sense data and responds to and acts upon these as if they were real. This response is at many levels, ranging from unconscious physiological processes such as brain activation states, heart activity, breathing, skin response, through unconscious automatic behaviours and reflexes, through deliberate volitional behaviour, through to the highest level cognitive behaviour - including a feeling of being there. The advantage of this definition is that it is operational, and it applies equally well to mixed reality environments as well as pure virtual reality. The sense of being there is but one small part of this, which in any case only applies to a virtual reality and not, for example, to augmented reality. We use the term reported presence to mean that particular aspect of presence measurement that refers to people s posthoc subjective reporting of what they felt during the experience. Hence all questionnaires at best capture aspects of reported presence rather than presence. It is important to note that this definition automatically includes interaction, and the ability to interact with the environment, especially the ability to use one s whole body in interaction where appropriate (e.g., move by really walking). The requirement to respond as if it were real naturally involves interaction, the ability to 4

5 pick up objects, move through an environment, avoid obstacles, and so on these are all part of what constitutes the potentiality for a response as if the virtual sensory data were real. 2. Presence and Immersion The distinction between the terms immersion and presence has been discussed several times before (Draper et al., 1998) (Slater, 1999) (Slater and Wilbur, 1997). We reserve the term immersion to stand simply for what the technology delivers from an objective point of view. The more that a system delivers displays (in all sensory modalities) and tracking that preserves fidelity in relation to their equivalent realworld sensory modalities, the more that it may be described as being immersive. This is something that can be objectively assessed, based on technical parameters used to describe a system. What field of view, what frame rate, what latency, is it stereo, does it have head-tracking, what haptics is supported, and so on. This is a very different matter to the human response to experiencing environments that such systems deliver. This distinction is similar to that in colour science. A colour can be described objectively in terms of a wavelength distribution. However, the perception and emotional response to a colour is an entirely different matter - and includes the notion, for example, of metamers, where objectively different wavelength distributions are perceived as the same colour by human observers. So immersion is analogous to 'wavelength distribution' - in principle it can be objectively assessed (though we may not always know how to do this). Following through the analogy with metamers, different immersion systems may have indistinguishable perceptual impacts on people in terms of presence. If immersion is analogous to wavelength distribution in the description of colour then presence is analogous to the perception of colour. Presence is a human reaction to immersion. Given the same immersive system, different people may exhibit different levels of presence, and also different immersive systems may give rise to the same level presence in different people. Presence and immersion are logically separable, but clearly there is a relationship between them that can be discovered empirically. Part of the study of presence is to understand this relationship, and there have been many studies that have attempted this, albeit limited in scope to reported presence. It should be clear from this discussion that presence and immersion are not the same. Remember that presence is a response to a system of a certain level of immersion. In order to achieve presence we could follow two different paths. The first would be to construct a system that has such a high fidelity to reality that it becomes indistinguishable from reality. A more interesting approach is to use knowledge of the perceptual system to find out what is important in our representations of reality - to deliver presence even when the level of immersion is not high. People may achieve presence with wire frame computer graphics, some approximation to auditory fidelity, low resolution, and so on. How does this work? This is a real scientific question for presence research. Knowing the wavelength distribution of light emitted from a surface informs us something about how it may be perceived in terms of colour, but it is far from the whole story. 5

6 Understanding the human perceptual response to the wavelength distribution is critical in understanding colour. We know that, for example, that it is conceptually possible to reproduce the entire spectrum of perceivable colours (taking into account metamers) just by additively combining three primaries. This latter property (reducing the function space of wavelength distributions to the three dimensional space of perceivable colours) is only possible because of the way that human perceptual system works. Similarly, our anecdotal experience of virtual reality convinces us that presence can be achieved with systems that are extreme in their paucity compared to the infinitely greater detail available in perceptions of real life. We hypothesise that just as a complex wavelength distribution can be simulated in terms of colour perception by an appropriate additive combination of three primary colours, so the presence in a real life situation can be simulated by a virtual reality that delivers the right combination low fidelity sensory data in relation to physical reality. The question then is: what would be the equivalence to the primary colours in colour perception, the minimal set of elements that when combined give rise to presence in the same way that combinations of primaries can give rise to the sensation of colour? 3. Presence and Attention, Emotion, Involvement, Engagement and Others There are many other concepts that are confounded with presence, whether just confused through use in everyday language or even forming part of official questionnaires for example, How much did the visual aspects of the environment involve you? (Witmer and Singer, 1998). We can separate involvement from presence, it is at a different logical level. One can be present but not involved (as in many situations in everyday life). One can be involved but not present (e.g., watching a soap opera on tv). This does not say that we should confuse involvement with presence. In physical reality one can study how much different situations involve people. One can also do the same in virtual reality. However, this is not the same as studying presence. Listening to some quadrophically broadcast music you might say This is just like being in the theatre listening to the orchestra but as for the music itself - it just doesn't interest me. This is high presence, low involvement (or interest). Presence is orthogonal to emotional content. In physical reality you can be in a situation that results in a pattern of emotional responses. Given a similar situation portrayed within a virtual environment, the question to ask is how similar is the pattern of emotional responses generated within the VE to that which was generated in physical reality? In other words, how much is the response to the virtual sensory data as if it were real, on the emotional level. This does not imply that highly emotional events are more presence inducing than events that have little emotional ramifications. The question is the similarity of distribution of emotional responses, whatever the actual emotional responses may be. Moreover it is extremely difficult, and perhaps methodologically impossible, to distinguish between presence and emotion by the use of questionnaires. If participants in an experiment are subject to two different scenarios, one that is emotionally charged and the other that is emotionally neutral, of course they are going to say that the first resulted in more presence than the second. But here presence and emotion are deeply confounded. It is simply 6

7 asking the wrong question to consider whether there is a link between emotion and presence in a virtual environment (Freeman et al., 2005c). Emotion, in our view, is part of the response to a virtual environment, and the important issue is whether the response conforms to what would be expected if the participants were responding to the situation as if it were real. 4. Correlational Presence In a recent review of the concept of presence in virtual environments and associated literature Sanchez (Sanchez-Vives and Slater, 2005) it was reported that experimental studies have found that factors that contribute to high reported presence are mainly concerned with the form of how data is displayed to participants and how they are able to interact, rather than with the level of realism of the displays. For example, wide field of view, low latency, high frame-rate, surround sound, haptic feedback, stereo rather than mono displays, head-tracking all seem to contribute to higher reported presence. In addition the ability to interact with the environment making use of whole body interaction in a natural way appears to favour higher reported presence in comparison with button-press types of interaction more suited to twodimensional displays. What does not seem to be important is high fidelity visual realism. For example, a person giving a talk in an immersive virtual environment to an audience of virtual characters who appear to be responding to the talk is likely to react to the behaviour of the virtual characters as if they were real in spite of the absolute knowledge that there is no audience there, and in spite of the low level of realism of the characters (Pertaub et al., 2002). How is this possible? It seems that humans have a propensity to find correlations between their activity and internal state and their sense perceptions of what is going on out there. In studies that involve interactions between real people and virtual characters, people impute meaning to entirely contingent events. For example, as they look at a virtual character and by chance the character turns its head, people will often say something like Every time I looked at that person she looked away and there are many examples of this type of behaviour. This propensity to construct such stories is so strong that it was realised that virtual environments may provide an ideal laboratory for the study of paranoid ideation, and several successful experiments have now been conducted in this area (Freeman et al., 2003; Freeman et al., 2005b; Freeman et al., 2005a). This is one aspect of what we refer to in these notes as correlational presence. An important aspect of our approach is that presence may be enhanced through statistical correlation between activity and sensory feedback at many different levels. A simple example is the required correlation between the proprioceptive feeling of head turning and the concomitant update in the displays due to low-latency head-tracking. In the interaction between people it is such correlational behaviour that establishes the reality of the situation matched changes in posture and stance, listeners nodding (or shaking) their heads while someone is talking a kind of unsupervised dance emerges between the participants that links them together into a higher order social 7

8 entity. In collaborative virtual reality applications, it is the very absence of such correlational cues that undermines the establishment of shared presence (Slater et al., 2000; Garau et al., 2005). Correlational presence requires that when people interact their facial expressions, motor behaviours, and overall aspect including skin colour changes correlate with the actions of one another. This needs to occur with overt semi-volitional behaviour (such as a person nodding when someone talks to them, or correlated shifts in posture) (Figure 1) through unconscious non-volitional behaviour, such as correlations between breathing or heart rate in one person with the actions of another person. These are aspects of interpersonal interaction that are barely noticed in everyday life, but have a profound effect when they are missing (Slater et al., 2000) (as is always the case to date in interactions between participants or between participants and virtual humans within VEs). This principle can be taken further, that not just the behaviours and states of representations of people correlate with behaviours of the self, but also that this can occur with multiple aspects of the environment. This extends the world of mundane reactions that actually do occur in physical reality, taking advantage of mixed reality to construct environments that adapt to the behaviours, moods and states of the individuals within it. Some preliminary work in this area is reported in (Gillies and Slater, 2005). 5. Correlational Presence and the Sensorimotor Loop One subject on noticing the fixed virtual left arm began to move her real left arm very rapidly, in a manner indicating panic. Another wrote I thought there was really something wrong with my [left] arm ; Others talked of their virtual bodies being a dead weight a useless thing, nothing to do with me (Slater and Usoh, 1994b). Something awful s happened, she mouthed, in a ghostly flat voice. I can t feel my body. I feel weird - disembodied. (Sacks, 1998). When we carried out one of our first ever virtual reality presence experiments in the early 1990s using a head-mounted head-tracked display, people were endowed with virtual bodies, because we had originally found that being embodied within a virtual reality led to a greater reported sense of presence compared to looking down and seeing no part of yourself (Slater and Usoh, 1994a, b). However, because in those days we were unable to track more than one arm, the virtual left arm was in a fixed position. Although a participant would see their virtual right arm move in more or less synchrony with their (tracked) right arm, their virtual left arm was locked in place (because there was no tracking data with which to update it). For some subjects this was a profoundly shocking experience, as illustrated in the first quotation above. In a later experiment we tried the idea of making the virtual left arm move in symmetry with the right arm so that subjects would 8

9 see their virtual left arm moving even though they might not actually be moving their real left arm. Surprisingly we found that some subjects immediately made their real left arm movements match what they saw their virtual left arms doing. They needed to maintain a correlation between their motor actions and what their visual system was reporting. The quotation from Oliver Sacks illustrates the profound disembodiment that occurs when someone loses their proprioception. It was remarkable that our subjects in a virtually induced mismatch between their proprioceptive and sensory data made very similar statements. We argue that presence in physical reality is only noticeable by its absence, through something that breaks the deep correlation between our motor actions and the response that we experience a break in the sensorimotor loop for example through brain damage due to a stroke. A fundamental requirement within a virtual reality is the maintenance of this sensorimotor loop: the continued, predictable correlation between proprioception and sensory data. A head-turn must result in a concomitant and predictable and appropriate change in the visual field, a movement of the body must result in the expected correlated sensory and sensed physical changes that have been learned over a lifetime. This also follows from earlier theoretical and experimental work on presence that led to the concept of body centred interaction. This expressed the simple idea that a necessary condition for presence in an immersive virtual environment is a match between proprioception and sensory data: participant actions must be immediately and consistently represented by changes in the virtual environment. At the simplest level, for example, as the head turns so the displayed images should be updated in accordance with the changed viewing parameters. The presence literature is rife with situations where this does not happen. For example, it has been found that presence is not reported when there is low graphics frame rate or high latency. In the statistical theory of vision it is argued that the interaction between our sensory apparatus and the world produces multi-modal images from which it is impossible to reconstruct properties of the world. In this view our perceptual system is like a Bayesian decision engine (Purves and Lotto, 2002). Given an image (a totality formed from visual, auditory, haptic, olfactory, vestibular, proprioceptive, data) the brain essentially selects its meaning and behavioural response according to its statistical correlation with the set of images of natural scenes from the past and their associated behavioural significance. Now when aspects of our sensory data are being generated by a virtual reality, of course the perceptual system operates in exactly the same way. So the meaning of an image is interpreted according to its statistical correlation with other images, and the appropriate response selected according to the past behavioural significance of similar images. For example, if the changing patterns of light that fall on the eye as the head is moved around form images that are statistically similar to patterns that had occurred in the past that were interpreted as looking over a precipice then behavioural responses will be generated appropriate to that situation even though at the cognitive level the participant knows for sure that there is no precipice there. In the past the evoked response may have always been one of anxiety in relation to such images, and even in a virtual reality this same response may be evoked. 9

10 Of course in a virtual reality the patterns of light corresponding to a precipice must be correlated with images from past natural scenes at a relatively lower level of correlation than for images corresponding to real scenes. Perhaps this leads to a lesser evoked response. However, there is also likely to be a high degree of within-image correlation that bundles of features go together, and not just within one sensory modality but across all modalities (as a trivial example, visual images that depict a large object striking the ground are likely to correlated with auditory images of a loud sound). Hence the brain may fill-in missing sensory data (statistically this is equivalent to using correlation for prediction, as in regression analysis). A statistical analogy is to consider k variables x 1, x 2,,x k and the multiple regression of each x j on the remaining x 1, x 2,,x j-1, x j+1,,,x k based on a large set of past data. Each such analysis will produce a corresponding multiple correlation coefficient R 2 (j). Now suppose (a) that for a particular j, R 2 (j) is close to 1, but when we observe a new set of values for each variable, x j- z j is large, where z j is the value predicted from the regression equation. Such a result would be an anomaly. Suppose (b) that we had the observations for each variable except for x j, then we could use the regression equation to predict the likely value of x j ( filling-in ). Finally (c) if the value of R 2 (j) was close to zero, with low statistical significance, then we could tolerate a large range of values of x j irrespective of the values of the other variables. If we think now of the observed vector x = (x 1, x 2,,x k ) as representing a multi-sensory image from a natural scene, then the response associated with x will depend on its correlation with previous examples and their associated behavioural significance. If x corresponds to a virtual reality where at least some of the x j are virtually generated sensory data we could argue that a necessary condition for presence is when x correlates sufficiently with past image data from natural scenes and therefore a response is evoked that is similar to the response to those natural scenes in other words, the response to the virtual data is as if it were real. Hence x must be statistically plausible in the context of the probability distribution of images over natural scenes. In view of (c) above, this does not require virtual images that are high fidelity with respect to images of natural scenes since a very high degree of tolerance may be accepted. Anyone who has experienced immersive virtual reality knows personally that high presence may be induced even though the visual quality of the rendered scenes are poor in relation to real scenes. Also the evidence from experiments suggests that this is the case. In (Usoh et al., 2000) subjects who experienced a poor virtual reality simulation of a laboratory did not report lower presence than another group who experienced the real laboratory. In subjects who experienced a precipice (the pit room) in wire frame had the same stress responses and did not report lower presence than those who experienced the pit in full radiosity rendering (Zimmons and Panter, 2003). This framework also incorporates the idea of breaks in presence (BIP) (Slater and Steed, 2000). A BIP is like (a) above where aspects of the image are not in correlation with the rest of the image: e.g., a person walks into a wall of a Cave even though the wall should not be there according to the scene that is displayed in the Cave. It has been argued that incorrect correlations may lead to BIPs: a rose that smells like an apple 10

11 would be more likely to cause a break in presence than a rose with no smell at all, since in the latter case the correlational properties of perceptual processing may lead to a filling in of the missing attribute (Harvey and Sanchez-Vives, 2005). This framework does incorporate the kind of perceptual filling-in that has been noticed within virtual environments, which is like (b) above. For example, a person will often feel the touch of a sharp object displayed with a virtual environment, or feel heat when they immerse their hand inside a red object even though no tactile sensations are produced by the technology. More significantly non-psychotic people have reported hearing voices in a virtual reality that depicts a social scene even though none were generated by the system which happened in the study of paranoia reported in (Freeman et al., 2003). 6. Necessary Conditions for Presence In a virtual reality environment there are interfaces between our sensory apparatus and the external world for example, the display systems (stereo glasses, head-mounted display) and their properties (resolution, field of view, stereo, colour resolution and so on) and interaction devices (the extent of head and body tracking), the extent to which sensory modalities are generated at all (sound, touch smell) and of course the rendering algorithms and interaction paradigms that are supported. Each of these impose constraints on x. Given a narrow visual field of view with low spatial and colour resolution it impossible for images to have a high correlation with those in natural vision. In other words the level of immersion imposes constraints on how well the perceptual apparatus is able to obtain images that could correlate with those of natural scenes. Immersion, recall, refers to the number of channels of sensory data generated and the degree to which the sensory data is delivered in a form that conforms with the capabilities and expectations of our sensory apparatus. For example, visual data delivered with a wide field of view, in stereo, auditory data delivered in surround sound according to our specific head-related transfer function (HRTF) would be aspects of a high level of immersion, and so on. These are objectively measurable characteristics of a system that immersion determines the space of possible multi-sensory images The initiation of presence in a virtual or mixed-reality environment therefore has as a necessary condition at least two components: first the fundamental sensorimotor loop, the correlation between sensory data and proprioprioception as discussed above. The second is a level of immersion that permits the generation of images that are plausible in comparison to the probability distribution over images of natural scenes, and thus can lead to responses to virtual sensory data as if it were real. There is a third condition at a higher level of perceptual and cognitive processing which is more to do with the maintenance of presence over time rather than its initial generation. In our recent virtual bar experiments carried out within the Presencia project, we tried to understand what happens to presence over time (Garau et al., 2004). Participants reported that their presence was very high on first going into the bar 11

12 (displayed within a Cave system) and seeing solid life-sized virtual characters in stereo who looked at, gestured, changed facial expressions and talked to them. However, over time, as it was realised that these characters did not answer their questions and engaged in repetitive behaviours that did not correlate with the behaviour of the participants, this initial presence diminished. So although the images were sufficient to evoke an initial presence response, they were not sufficient in themselves to maintain this over time. Thus there is a third level of correlation between a participant s actions and the reactions to this, beyond the simple perceptual level. This is an obvious point but overlooked in discussions of presence, since in everyday life these correlations are so obvious that they are not consciously perceived. There are many examples, ranging across the many different levels of experience, for example: 1. A person s body has a shadow and it moves as they move 2. A person s body is reflected in specular surfaces 3. Objects that represent sentient beings (virtual humans) should respond and initiate exchanges appropriately in the context of interactions with nods, glances, breathing changes, forward and back movements, and so on. It is interesting to note that even in single-person VE systems that 1-2 above are typically not there. In multiperson systems (where the other people are virtual) again 3 is not implemented. Typically you can walk through a virtual character, it will not respond or try to maintain distance, it will not match shifts in your bodily posture, it will not synchronise breathing with you (often a sign of high rapport in real person-toperson communications) and so on. These correlations are so pervasive in everyday life that we only notice them through absence. To summarise this section: Our definition of presence is that it is successful combination of real sensory data and virtually generated sensory data (or in the case of virtual reality, replacement of real sensory data). It is successful when participants respond to the environment and events within it as if they were real. The response to be considered is multi-level: ranging from automatic unconscious physiological behaviours to conscious volitional actions. In between are responses that are semi-conscious, such as breathing rate, changes in gaze direction, shifts in body orientation and posture, and so on. We argue that necessary conditions for presence are: Condition 1 the sensory motor loop: a consistent low latency sensorimotor loop between sensory data and proprioception. Condition 2 statistical plausibility: images must be statistically plausible in relation to the probability distribution of images over natural scenes. A constraint on this plausibility is the level of immersion. 12

13 Condition 3 behaviour-response correlations: Presence may be enhanced and maintained over time by appropriate correlations between the state and behaviour of participants and responses within the environment, correlations that show appropriate responses to the activity of the participants. 7. Presence Measurement Presence is a concept without valid measurement. The normal approach is to use questionnaires. Participants carry out some task within a virtual environment, and then after their experience they answer a questionnaire. The questions have ordinal scales (Slater and Usoh, 1993; Barfield and Hendrix, 1995; Witmer and Singer, 1998; Lessiter et al., 2001) that anchor responses between two extremes for example 1 meaning no presence in the virtual environment and 7 meaning complete presence. The earliest questionnaires were derived from observing and listening to subjects in debriefing interviews (Slater and Usoh, 1993). Some later questionnaires were derived by factor analytic studies from earlier ones (Witmer and Singer, 1998; Lessiter et al., 2001; Schubert et al., 2001; Witmer, 2005). Questionnaire based presence assessment methods have been shown to be unstable in the sense that prior information can change the results (Freeman et al., 1999). There is also evidence to suggest that typical questionnaires cannot discriminate between presence in a virtual environment and physical reality (Usoh et al., 2000). The use of questionnaires has been challenged through the observation that they cannot avoid a methodological circularity that the very asking of questions about presence may bring into being, posthoc, the phenomenon that the questionnaire is supposed to be measuring (Slater, 2004). A second method for measuring presence is behavioural. If participants within a virtual environment behave as if they were in an equivalent real environment then this is a sign of presence. Examples include the looming response (Held and Durlach, 1992), postural sway (Prothero et al., 1995; Freeman et al., 2000), after-effects (Welch, 1997) and conflicting multi-sensory cues (Slater et al., 1995). These behavioural measures typically require the introduction of features into the environment that would cause a bodily response (such as swaying in response to a moving visual field, or ducking in response to a flying object). A particular specialisation of the behavioural approach is to use physiological measures, such as those derived from ECG recordings or electrodermal activity. The idea in this case is that if the normal response of a person within physical reality to a particular situation is known and they exhibit the same response within a virtual environment then this is a sign of presence. The use of physiological measures as surrogates for presence has been attempted but have been limited to situations where the physiological response is obvious (e.g., such as a response to a feared situation) and the results have been positive (Meehan et al., 13

14 2002). The drawback here is that physiological responses to mundane situations such as being in a virtual room which has a table and some chairs are not obvious. Another method for measurement of presence is based on the idea of eliciting moments in time when breaks in presence (BIPs) occur (Slater and Steed, 2000). A BIP is any perceived phenomenon during the VE exposure that launches the participant into awareness of the real-world setting of the experience, and therefore breaks their presence in the VE. Examples include gross events such as bumping into a Cave wall, getting wrapped in cables, through to more subtle effects such as revelations that come from seeing a tree as a pixel map rather than a solid object. We proposed a stochastic model that allowed the construction of a presence measure from knowledge of moments in time when participants reported such BIPs. This estimator was shown to be correlated with traditional questionnaire measures. In the Presencia project we have learned how to tie together two of these approaches to advantage: BIPs plus physiological measures. The concept is that a BIP itself can be a disturbing event that may have a physiological signature. We have carried out a complex experiment that explored this notion with positive results (Slater et al., 2006), where deliberate BIPs were introduced into a social virtual environment and physiological measures were recorded throughout. An analysis of a wavelet transformed representation of the skin conductance level could be used to successfully predict where the BIPs had occurred in the time series. Moreover a particular pattern of heart-rate change was observed through analysis of interbeat intervals, heart rate variability and power transforms of the signal. Figure 2 illustrates the skin conductance level analysis. The time series b(t) is 1 wherever a BIP was occurring and 0 elsewhere. The time series b ˆ( t ) is a fitted curve based on a regression analysis of b on wavelet coefficients at a set of 8 evenly distributed scale values. It can be seen that the fitted curve wellpredicts the true curve. The left-hand column shows an ROC analysis of the corresponding data, and in the worst case (out of 20 subjects) the area under the curve (AUC) representing the probability of a correct discrimination between a BIP and non-bip case, is (a) Subject 3 (lowest fit) AUC = 0.76±

15 (b) Subject 2 (median fit) AUC = 0.84±0.01 (c) Subject 11 (highest fit) AUC = 0.96±0.005 Figure 2 : The left column shows the plot of b(t) and b ˆ( t ) against t, for the subjects with the lowest, median and highest AUCs. The corresponding ROC curves are shown in the right column. 8. A Measure of Presence Against Ground Truth Following from our view of presence as response to virtual phenomena as if they were real the most appropriate measurement of presence would be to compare actions and responses of people within a virtual environment compared to their responses to similar situations in real environments. Sometimes there is available data on expectations of people s behaviour for example, the pit expeirment (Usoh et al., 1999) there is no need to actually carry out a physical experiment with a real pit, because people s expected behaviour is well-known. The same would apply to many situations in psychotherapy. However, in other circumstances where data is not available, we must establish ground truth data for comparison, across multiple levels, of how people respond to virtual events compared to real events. It must be emphasised that this is not a behaviourist approach. We are interested across the board - in what people say, in what thoughts they report they had, how their emotions were effected, how their attention was distributed, in 15

16 addition to observable behaviour, physiological responses, eye-movement patterns, brain activity and so on. We do not give a higher priority to any of these, and results from these different levels may indeed be contradictory (e.g., people saying that they felt nothing but the physiological and observable behaviourable responses show otherwise). Moreover, this approach also includes what it is possible for participants to do, taking account of the level of immersion. Clearly if people have to use a wand to navigate through the virtual environment their experience is going to be quite different to when they can really walk. But even if they are flying through a fantastic landscape, presence is still an issue the fundamental question is: do they treat what they are experiencing as if it were real? We do not know of any experiments to date explicitly designed with the idea of comparison with ground truth. An experiment on this was, however, carried out in the Presencia project 1. In this experiment a detailed study of 6 subjects was carried out. Each subject was in the Cave wearing physiological sensors with all the lights off and nothing displayed, and was asked to wait while the equipment was calibrated. During this period first a cylinder, then a virtual character, and finally a real person, walked into the Cave, stopped and looked at the subject, and then carried on walking out of the Cave. The purpose here was to compare the physiological responses of the subject to the real person walking by with the physiological responses to the virtual person (and comparison of both with the control). The results of the experiment were surprising. Subjects generally reported that they found the encounters strange, and that their response to the virtual character was not similar to their response to the real person. However, when we look at their physiological responses a different story unfolds SCR rate Baseline Cylinder Avatar Person Subject Figure 3 SCR Rate Per Minute for the 6 Subects by 4 Conditions Figure 3 shows the number of Skin Conductance Responses measured for each subject during the appropriate time period that they encountered the cylinder, avatar or real person, and also a response during a baseline period when they were standing in the Cave and nothing was happening. It is seen in each case that their response to the virtual character and to the real person was closer than the response to the cylinder. Wilcoxon 1 Paper in preparation. 16

17 (paired) sign rank tests show that the difference in responses to the real person and virtual character were not significant, the response to the cylinder and baseline were also not significantly different, whereas all the other comparisons were significantly different. We argue that this type of analysis is one component in a comprehensive approach to the measurement of presence, that requires a comparison of observable and subjective responses across multiple dimensions. 9. Conclusions These notes have introduced a conceptual approach that we have called correlational presence. This approach is rooted in the idea of the brain as a correlation engine, exploiting the idea of the brain s remarkable ability to detect statistical correlations in sensory inputs in constructing useful perceptual representations of the world (Armel and Ramachandran, 2003). From this conceptual approach we have derived a notion of presence as the extent and capability of participants in a virtual environment to respond to virtual situations and events as if these were real. On this basis we argue that analysis of multi-level responses and actions of people within a VE provides a scientific foundation for the study of presence, through the comparison of these responses with known or expected responses to similar situations in reality. This does not rule out the notion of presence in fantastic non-real situations, but only that in order to understand the basis of successful presence in the first place, comparison with expectations is an essential starting point. Once we begin to understand how the form in which sensory data is displayed, and the form of interaction necessary to maintain high presence, these same ideas can be applied to content that is beyond reality. We have a strong belief that there is too much research in this field that is non-productive: recycling and comparison of questionnaires, philosophical discussion about the true meaning of presence, and so on. It is far more difficult and time consuming to collect detailed and comprehensive data about what people actually do and how they respond within VEs. The experiments briefly detailed above on BIPs and physiological measures, and responses to a virtual character took several person-years of work to carry out and complete, for example, and there remain masses of data that are yet to be analysed (Friedman et al., 2005). However, we feel that if the study of presence is to get off the ground and develop as a real science that this kind of detailed difficult data collection and analysis programme is essential, as complex and time-consuming as it may be. Acknowledgements The work discussed in these notes arose out of the Presencia Project, EU FET Program, Presencia IST and the PRESENCCIA Integrated Project, FET, Contract Number

18 References Armel KC, Ramachandran VS (2003) Projecting sensations to external objects: evidence from skin conductance response. Proceedings of the Royal Society of London Series B-Biological Sciences 270: Barfield W, Hendrix C (1995) The Effect of Update Rate on the Sense of Presence within Virtual Environments. Virtual Reality: The Journal of the Virtual Reality Society 1:3-16. Draper JV, Kaber DB, Usher JM (1998) Telepresence. Human Factors 40: Flach JM, Holden JG (1998) The reality of experience: Gibson's way. Presence-Teleoperators And Virtual Environments 7: Freeman D, Slater M, Bebbington PE, Garety PA, Kuipers E, Fowler D, Read CM, Jordan J, Vinayagamoorthy V (2003) Can virtual reality be used to investigate persecutory ideation? Journal of Nervous and Mental Disease 191: Freeman D, Garety PA, Bebbington P, Slater M, Kuipers E, Fowler D, Green C, Jordan J, Ray K, Dunn G (2005a) The psychology of persecutory ideation II - A virtual reality experimental study. Journal Of Nervous And Mental Disease 193: Freeman D, Dunn G, Garety PA, Bebbington P, Slater M, Kuipers E, Fowler D, Green C, Jordan J, Ray K (2005b) The psychology of persecutory ideation I - A questionnaire survey. Journal Of Nervous And Mental Disease 193: Freeman J, Avons SE, Pearson DE, IJsselsteijn WA (1999) Effects of sensory information and prior experience on direct subjective ratings of presence. Presence-Teleoperators and Virtual Environments 8:1-13. Freeman J, Lessiter J, Pugh K, Keogh E (2005c) When Presence and Emotion Are Related and When They Are Not. In: Presence 2005: The Eighth International Workshop on Presence (Slater M, ed), pp London: University College London. Freeman J, Avons SE, Meddis R, Pearson DE, IJsselsteijn WI (2000) Using behavioral realism to estimate presence: A study of the utility of postural responses to motion stimuli. Presence-Teleoperators and Virtual Environments 9: Friedman D, Brogni A, Antley A, Guger C, Slater M (2005) Sharing and Analysing Presence Experiments Data. In: The 8th Annual International Workshop on Presence: Presence 2005 (Slater M, ed), pp London: University College London - Department of Computer Science. Garau M, Slater M, Pertaub DP, Razzaque S (2005) The responses of people to virtual humans in an immersive virtual environment. In: Presence-Teleoperators And Virtual Environments, pp Garau M, Ritter-Widenfeld H, Antley A, Friedman D, Brogni A, Slater M (2004) Temporal and Spatial Variations in Presence: A Qualitative Analysis, 7th International Conference on Presence. In: Presence 2004, pp Valencia, Spain. Gillies M, Slater M (2005) Non-Verbal Communication for Correlational Characters. In: The 8th Annual International Workshop on Presence: Presence 2005 (Slater M, ed), pp London: University College London - Department of Computer Science. Harvey M, Sanchez-Vives MV (2005) The Binding Problem in Presence Research. Presence-Teleoperators and Virtual Environments 15: Held RM, Durlach NI (1992) Telepresence. Presence: Teleoper Virtual Environ 1: Lessiter J, Freeman J, Keogh E, Davidoff J (2001) A cross-media presence questionnaire: The ITC-Sense of Presence Inventory. Presence-Teleoperators and Virtual Environments 10: Lotto RB, Purves D (2002) The empirical basis of color perception. Consciousness and Cognition 11: Meehan M, Insko B, Whitton M, Brooks FP (2002) Physiological measures of presence in stressful virtual environments. Acm Transactions on Graphics 21: Pertaub DP, Slater M, Barker C (2002) An experiment on public speaking anxiety in response to three different types of virtual audience. Presence-Teleoperators and Virtual Environments 11: Prothero J, Parker D, Furness T, Wells M (1995) Towards a Robust, Quantitative Measure of Presence. In: Proceedings of the Conference on Experimental Analysis and Measurement of Situational Awareness, pp Datona Beach, FL: Embry-Riddle Aeronautical University Press. Purves D, Lotto B (2002) Why We See What We Do: An Empirical Theory of Vision: Sinauer Associates Inc. Purves D, Williams SM, Nundy S, Lotto RB (2004) Perceiving the intensity of light. Psychological Review 111: Purves D, Lotto RB, Williams SM, Nundy S, Yang ZY (2001) Why we see things the way we do: evidence for a wholly empirical strategy of vision. Philosophical Transactions of the Royal Society of London Series B-Biological Sciences 356: Sacks O (1998) The Man Who Mistook His Wife for a Hat: And Other Clinical Tales: Touchstone. 18

19 Sanchez-Vives MV, Slater M (2005) From Presence to Consciousness through Virtual Reality. Nature Reviews Neuroscience 6: Schubert T, Friedmann F, Regenbrecht H (2001) The experience of presence: Factor analytic insights. Presence- Teleoperators and Virtual Environments 10: Slater M (1999) Measuring presence: A response to the Witmer and Singer presence questionnaire. Presence- Teleoperators and Virtual Environments 8: Slater M (2004) How colorful was your day? Why questionnaires cannot assess presence in virtual environments. Presence-Teleoperators and Virtual Environments 13: Slater M, Usoh M (1993) Presence in Immersive Virtual Environments. In: Proceedings of the IEEE Conference - Virtual Reality Annual International Symposium, pp Seattle, WA: IEEE Neural Networks Council. Slater M, Usoh M (1994a) Representation Systems, Perceptual Position and Presence in Virtual Environments. Presence-Teleoperators and Virtual Environments 2: Slater M, Usoh M (1994b) Body Centred Interaction in Immersive Virtual Environments. In: Artificial Life and Virtual Reality (Thalmann NM, Thalmann D, eds), pp : John Wiley and Sons. Slater M, Wilbur S (1997) A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments. Presence-Teleoperators and Virtual Environments 6: Slater M, Steed A (2000) A virtual presence counter. Presence-Teleoperators and Virtual Environments 9: Slater M, Usoh M, Steed A (1994) Depth of Presence in Immersive Virtual Environments. Presence-Teleoperators and Virtual Environments 3: Slater M, Usoh M, Chrysanthou Y (1995) The influence of dynamic shadows on presence in immersive virtual environments. In: Selected papers of the Eurographics workshops on Virtual environments '95, pp Barcelona, Spain: Springer-Verlag. Slater M, Sadagic A, Usoh M, Schroeder R (2000) Small-group behavior in a virtual and real environment: A comparative study. Presence-Teleoperators and Virtual Environments 9: Slater M, Guger C, Edlinger G, Leeb R, Pfurtscheller G, Antley A, Garau M, Brogni A, Steed A, Friedman D (2006) Analysis of Physiological Responses to a Social Situation in an Immersive Virtual Environment. Presence: Teleoper Virtual Environ (accepted). Usoh M, Catena E, Arman S, Slater M (2000) Using presence questionnaires in reality. Presence-Teleoperators and Virtual Environments 9: Usoh M, Arthur K, Whitton MC, Bastos R, Steed A, Slater M, Frederick P. Brooks J (1999) Walking > walking-inplace > flying, in virtual environments. In: Proceedings of the 26th annual conference on Computer graphics and interactive techniques, pp : ACM Press/Addison-Wesley Publishing Co. Welch RB (1997) The Presence of Aftereffects. In: Proceedings of the Seventh International Conference on Human- Computer Interaction-Volume 1 - Volume I, pp : Elsevier Science Inc. Witmer BG, Singer MJ (1998) Measuring presence in virtual environments: A presence questionnaire. Presence- Teleoperators and Virtual Environments 7: Witmer BG, Jerome C.J., Singer M.J. (2005) The factor structure of the presence questionnaire. Presence 14: Zahorik P, Jenison RL (1998) Presence as being-in-the-world. Presence-Teleoperators And Virtual Environments 7: Zimmons P, Panter A (2003) The Influence of Rendering Quality on Presence And Task Performance in a Virtual Environment. In: Proceedings of the IEEE Virtual Reality 2003, p 293: IEEE Computer Society. 19

Place Illusion and Plausibility Can Lead to Realistic Behaviour in Immersive Virtual Environments

Place Illusion and Plausibility Can Lead to Realistic Behaviour in Immersive Virtual Environments Place Illusion and Plausibility Can Lead to Realistic Behaviour in Immersive Virtual Environments Mel Slater * ICREA-University of Barcelona, EVENT Lab, Institute for Brain, Cognition and Behavior (IR3C),

More information

Behavioural Realism as a metric of Presence

Behavioural Realism as a metric of Presence Behavioural Realism as a metric of Presence (1) Jonathan Freeman jfreem@essex.ac.uk 01206 873786 01206 873590 (2) Department of Psychology, University of Essex, Wivenhoe Park, Colchester, Essex, CO4 3SQ,

More information

BODILY NON-VERBAL INTERACTION WITH VIRTUAL CHARACTERS

BODILY NON-VERBAL INTERACTION WITH VIRTUAL CHARACTERS KEER2010, PARIS MARCH 2-4 2010 INTERNATIONAL CONFERENCE ON KANSEI ENGINEERING AND EMOTION RESEARCH 2010 BODILY NON-VERBAL INTERACTION WITH VIRTUAL CHARACTERS Marco GILLIES *a a Department of Computing,

More information

Detecting and Understanding Breaks in Presence from Physiological Data: Work in Progress

Detecting and Understanding Breaks in Presence from Physiological Data: Work in Progress Detecting and Understanding Breaks in Presence from Physiological Data: Work in Progress Andrea Brogni, Vinoba Vinayagamoorthy, Anthony Steed, Mel Slater Department of Computer Science University College

More information

The Visual Cliff Revisited: A Virtual Presence Study on Locomotion. Extended Abstract

The Visual Cliff Revisited: A Virtual Presence Study on Locomotion. Extended Abstract The Visual Cliff Revisited: A Virtual Presence Study on Locomotion 1-Martin Usoh, 2-Kevin Arthur, 2-Mary Whitton, 2-Rui Bastos, 1-Anthony Steed, 2-Fred Brooks, 1-Mel Slater 1-Department of Computer Science

More information

The Effect of Haptic Feedback on Basic Social Interaction within Shared Virtual Environments

The Effect of Haptic Feedback on Basic Social Interaction within Shared Virtual Environments The Effect of Haptic Feedback on Basic Social Interaction within Shared Virtual Environments Elias Giannopoulos 1, Victor Eslava 2, María Oyarzabal 2, Teresa Hierro 2, Laura González 2, Manuel Ferre 2,

More information

Presence and Immersion. Ruth Aylett

Presence and Immersion. Ruth Aylett Presence and Immersion Ruth Aylett Overview Concepts Presence Immersion Engagement social presence Measuring presence Experiments Presence A subjective state The sensation of being physically present in

More information

ENHANCED HUMAN-AGENT INTERACTION: AUGMENTING INTERACTION MODELS WITH EMBODIED AGENTS BY SERAFIN BENTO. MASTER OF SCIENCE in INFORMATION SYSTEMS

ENHANCED HUMAN-AGENT INTERACTION: AUGMENTING INTERACTION MODELS WITH EMBODIED AGENTS BY SERAFIN BENTO. MASTER OF SCIENCE in INFORMATION SYSTEMS BY SERAFIN BENTO MASTER OF SCIENCE in INFORMATION SYSTEMS Edmonton, Alberta September, 2015 ABSTRACT The popularity of software agents demands for more comprehensive HAI design processes. The outcome of

More information

MECHANICAL DESIGN LEARNING ENVIRONMENTS BASED ON VIRTUAL REALITY TECHNOLOGIES

MECHANICAL DESIGN LEARNING ENVIRONMENTS BASED ON VIRTUAL REALITY TECHNOLOGIES INTERNATIONAL CONFERENCE ON ENGINEERING AND PRODUCT DESIGN EDUCATION 4 & 5 SEPTEMBER 2008, UNIVERSITAT POLITECNICA DE CATALUNYA, BARCELONA, SPAIN MECHANICAL DESIGN LEARNING ENVIRONMENTS BASED ON VIRTUAL

More information

The effect of 3D audio and other audio techniques on virtual reality experience

The effect of 3D audio and other audio techniques on virtual reality experience The effect of 3D audio and other audio techniques on virtual reality experience Willem-Paul BRINKMAN a,1, Allart R.D. HOEKSTRA a, René van EGMOND a a Delft University of Technology, The Netherlands Abstract.

More information

A Study on Evaluation of Visual Factor for Measuring Subjective Virtual Realization

A Study on Evaluation of Visual Factor for Measuring Subjective Virtual Realization , Vol.15, No.3, pp.389-398, September 2012 A Study on Evaluation of Visual Factor for Measuring Subjective Virtual Realization * * * *** ** Myeung Ju Won* Sang In Park* Chi Jung Kim* Eui Chul Lee*** MinCheol

More information

Immersion & Game Play

Immersion & Game Play IMGD 5100: Immersive HCI Immersion & Game Play Robert W. Lindeman Associate Professor Department of Computer Science Worcester Polytechnic Institute gogo@wpi.edu What is Immersion? Being There Being in

More information

From presence to consciousness through virtual reality

From presence to consciousness through virtual reality OPINION From presence to consciousness through virtual reality Maria V. Sanchez-Vives and Mel Slater Abstract Immersive virtual environments can break the deep, everyday connection between where our senses

More information

Touch Perception and Emotional Appraisal for a Virtual Agent

Touch Perception and Emotional Appraisal for a Virtual Agent Touch Perception and Emotional Appraisal for a Virtual Agent Nhung Nguyen, Ipke Wachsmuth, Stefan Kopp Faculty of Technology University of Bielefeld 33594 Bielefeld Germany {nnguyen, ipke, skopp}@techfak.uni-bielefeld.de

More information

The Effects of Group Collaboration on Presence in a Collaborative Virtual Environment

The Effects of Group Collaboration on Presence in a Collaborative Virtual Environment The Effects of Group Collaboration on Presence in a Collaborative Virtual Environment Juan Casanueva and Edwin Blake Collaborative Visual Computing Laboratory, Department of Computer Science, University

More information

The Influence of Dynamic Shadows on Presence in Immersive Virtual Environments

The Influence of Dynamic Shadows on Presence in Immersive Virtual Environments The Influence of Dynamic Shadows on Presence in Immersive Virtual Environments Mel Slater, Martin Usoh, Yiorgos Chrysanthou 1, Department of Computer Science, and London Parallel Applications Centre, QMW

More information

Interaction with Virtual Crowd in Immersive and semi-immersive Virtual Reality systems

Interaction with Virtual Crowd in Immersive and semi-immersive Virtual Reality systems Interaction with Virtual Crowd in Immersive and semi-immersive Virtual Reality systems Marios Kyriakou, Xueni Pan, Yiorgos Chrysanthou This study examines attributes of virtual human behavior that may

More information

Collaboration in Multimodal Virtual Environments

Collaboration in Multimodal Virtual Environments Collaboration in Multimodal Virtual Environments Eva-Lotta Sallnäs NADA, Royal Institute of Technology evalotta@nada.kth.se http://www.nada.kth.se/~evalotta/ Research question How is collaboration in a

More information

This document is downloaded from DR-NTU, Nanyang Technological University Library, Singapore.

This document is downloaded from DR-NTU, Nanyang Technological University Library, Singapore. This document is downloaded from DR-NTU, Nanyang Technological University Library, Singapore. Title Towards evaluating social telepresence in mobile context Author(s) Citation Vu, Samantha; Rissanen, Mikko

More information

The Effects of Avatars on Co-presence in a Collaborative Virtual Environment

The Effects of Avatars on Co-presence in a Collaborative Virtual Environment The Effects of Avatars on Co-presence in a Collaborative Virtual Environment Juan Casanueva Edwin Blake Collaborative Visual Computing Laboratory, Department of Computer Science, University of Cape Town,

More information

Perception in Immersive Virtual Reality Environments ROB ALLISON DEPT. OF ELECTRICAL ENGINEERING AND COMPUTER SCIENCE YORK UNIVERSITY, TORONTO

Perception in Immersive Virtual Reality Environments ROB ALLISON DEPT. OF ELECTRICAL ENGINEERING AND COMPUTER SCIENCE YORK UNIVERSITY, TORONTO Perception in Immersive Virtual Reality Environments ROB ALLISON DEPT. OF ELECTRICAL ENGINEERING AND COMPUTER SCIENCE YORK UNIVERSITY, TORONTO Overview Basic concepts and ideas of virtual environments

More information

Uploading and Consciousness by David Chalmers Excerpted from The Singularity: A Philosophical Analysis (2010)

Uploading and Consciousness by David Chalmers Excerpted from The Singularity: A Philosophical Analysis (2010) Uploading and Consciousness by David Chalmers Excerpted from The Singularity: A Philosophical Analysis (2010) Ordinary human beings are conscious. That is, there is something it is like to be us. We have

More information

Application of Virtual Reality Technology in College Students Mental Health Education

Application of Virtual Reality Technology in College Students Mental Health Education Journal of Physics: Conference Series PAPER OPEN ACCESS Application of Virtual Reality Technology in College Students Mental Health Education To cite this article: Ming Yang 2018 J. Phys.: Conf. Ser. 1087

More information

VirtualWars: Towards a More Immersive VR Experience

VirtualWars: Towards a More Immersive VR Experience VirtualWars: Towards a More Immersive VR Experience Fahim Dalvi, Tariq Patanam Stanford EE 267, Virtual Reality, Course Report, Instructors: Gordon Wetzstein and Robert Konrad Figure 1: Scene Overview

More information

Depth of Presence in Virtual Environments. Mel Slater, Martin Usoh, Anthony Steed, Department of Computer Science, and

Depth of Presence in Virtual Environments. Mel Slater, Martin Usoh, Anthony Steed, Department of Computer Science, and Depth of Presence in Virtual Environments Mel Slater, Martin Usoh, Anthony Steed, Department of Computer Science, and London Parallel Applications Centre, QMW, University of London, Mile End Road, London

More information

Confronting a Moral Dilemma in Virtual Reality: A Pilot Study

Confronting a Moral Dilemma in Virtual Reality: A Pilot Study Confronting a Moral Dilemma in Virtual Reality: A Pilot Study Xueni Pan University College London (UCL) Gower Street, London, UK s.pan@cs.ucl.ac.uk Mel Slater UCL and ICREA-University of Barcelona Gower

More information

Small Group Collaboration and Presence in a Virtual Environment

Small Group Collaboration and Presence in a Virtual Environment Small Group Collaboration and Presence in a Virtual Environment J Casanueva E Blake Collaborative Visual Computing Laboratory, Department of Computer Science, University of Cape Town, Rondebosch 7701,

More information

Immersive Simulation in Instructional Design Studios

Immersive Simulation in Instructional Design Studios Blucher Design Proceedings Dezembro de 2014, Volume 1, Número 8 www.proceedings.blucher.com.br/evento/sigradi2014 Immersive Simulation in Instructional Design Studios Antonieta Angulo Ball State University,

More information

EMERGENCE OF COMMUNICATION IN TEAMS OF EMBODIED AND SITUATED AGENTS

EMERGENCE OF COMMUNICATION IN TEAMS OF EMBODIED AND SITUATED AGENTS EMERGENCE OF COMMUNICATION IN TEAMS OF EMBODIED AND SITUATED AGENTS DAVIDE MAROCCO STEFANO NOLFI Institute of Cognitive Science and Technologies, CNR, Via San Martino della Battaglia 44, Rome, 00185, Italy

More information

Reconceptualizing Presence: Differentiating Between Mode of Presence and Sense of Presence

Reconceptualizing Presence: Differentiating Between Mode of Presence and Sense of Presence Reconceptualizing Presence: Differentiating Between Mode of Presence and Sense of Presence Shanyang Zhao Department of Sociology Temple University 1115 W. Berks Street Philadelphia, PA 19122 Keywords:

More information

Being There Together and the Future of Connected Presence

Being There Together and the Future of Connected Presence Being There Together and the Future of Connected Presence Ralph Schroeder Oxford Internet Institute, University of Oxford ralph.schroeder@oii.ox.ac.uk Abstract Research on virtual environments has provided

More information

Presence: Experiments in the Psychology of Virtual Environments

Presence: Experiments in the Psychology of Virtual Environments Presence: Experiments in the Psychology of Virtual Environments Martin Usoh, Christina Alberto, Mel Slater Department of Computer Science University College London Gower Street London WC1E 6BT U.K. Abstract

More information

A Multimodal Locomotion User Interface for Immersive Geospatial Information Systems

A Multimodal Locomotion User Interface for Immersive Geospatial Information Systems F. Steinicke, G. Bruder, H. Frenz 289 A Multimodal Locomotion User Interface for Immersive Geospatial Information Systems Frank Steinicke 1, Gerd Bruder 1, Harald Frenz 2 1 Institute of Computer Science,

More information

Chapter 2 Introduction to Haptics 2.1 Definition of Haptics

Chapter 2 Introduction to Haptics 2.1 Definition of Haptics Chapter 2 Introduction to Haptics 2.1 Definition of Haptics The word haptic originates from the Greek verb hapto to touch and therefore refers to the ability to touch and manipulate objects. The haptic

More information

Effects of Simulation Fidelty on User Experience in Virtual Fear of Public Speaking Training An Experimental Study

Effects of Simulation Fidelty on User Experience in Virtual Fear of Public Speaking Training An Experimental Study Effects of Simulation Fidelty on User Experience in Virtual Fear of Public Speaking Training An Experimental Study Sandra POESCHL a,1 a and Nicola DOERING a TU Ilmenau Abstract. Realistic models in virtual

More information

PERCEPTUAL AND SOCIAL FIDELITY OF AVATARS AND AGENTS IN VIRTUAL REALITY. Benjamin R. Kunz, Ph.D. Department Of Psychology University Of Dayton

PERCEPTUAL AND SOCIAL FIDELITY OF AVATARS AND AGENTS IN VIRTUAL REALITY. Benjamin R. Kunz, Ph.D. Department Of Psychology University Of Dayton PERCEPTUAL AND SOCIAL FIDELITY OF AVATARS AND AGENTS IN VIRTUAL REALITY Benjamin R. Kunz, Ph.D. Department Of Psychology University Of Dayton MAICS 2016 Virtual Reality: A Powerful Medium Computer-generated

More information

COMPUTATIONAL ERGONOMICS A POSSIBLE EXTENSION OF COMPUTATIONAL NEUROSCIENCE? DEFINITIONS, POTENTIAL BENEFITS, AND A CASE STUDY ON CYBERSICKNESS

COMPUTATIONAL ERGONOMICS A POSSIBLE EXTENSION OF COMPUTATIONAL NEUROSCIENCE? DEFINITIONS, POTENTIAL BENEFITS, AND A CASE STUDY ON CYBERSICKNESS COMPUTATIONAL ERGONOMICS A POSSIBLE EXTENSION OF COMPUTATIONAL NEUROSCIENCE? DEFINITIONS, POTENTIAL BENEFITS, AND A CASE STUDY ON CYBERSICKNESS Richard H.Y. So* and Felix W.K. Lor Computational Ergonomics

More information

Head-Movement Evaluation for First-Person Games

Head-Movement Evaluation for First-Person Games Head-Movement Evaluation for First-Person Games Paulo G. de Barros Computer Science Department Worcester Polytechnic Institute 100 Institute Road. Worcester, MA 01609 USA pgb@wpi.edu Robert W. Lindeman

More information

Psychology of Language

Psychology of Language PSYCH 150 / LIN 155 UCI COGNITIVE SCIENCES syn lab Psychology of Language Prof. Jon Sprouse 01.10.13: The Mental Representation of Speech Sounds 1 A logical organization For clarity s sake, we ll organize

More information

Why we need to know what AI is. Overview. Artificial Intelligence is it finally arriving?

Why we need to know what AI is. Overview. Artificial Intelligence is it finally arriving? Artificial Intelligence is it finally arriving? Artificial Intelligence is it finally arriving? Are we nearly there yet? Leslie Smith Computing Science and Mathematics University of Stirling May 2 2013.

More information

Conveying the Perception of Kinesthetic Feedback in Virtual Reality using State-of-the-Art Hardware

Conveying the Perception of Kinesthetic Feedback in Virtual Reality using State-of-the-Art Hardware Conveying the Perception of Kinesthetic Feedback in Virtual Reality using State-of-the-Art Hardware Michael Rietzler Florian Geiselhart Julian Frommel Enrico Rukzio Institute of Mediainformatics Ulm University,

More information

Virtual Environments. Ruth Aylett

Virtual Environments. Ruth Aylett Virtual Environments Ruth Aylett Aims of the course 1. To demonstrate a critical understanding of modern VE systems, evaluating the strengths and weaknesses of the current VR technologies 2. To be able

More information

Controlling vehicle functions with natural body language

Controlling vehicle functions with natural body language Controlling vehicle functions with natural body language Dr. Alexander van Laack 1, Oliver Kirsch 2, Gert-Dieter Tuzar 3, Judy Blessing 4 Design Experience Europe, Visteon Innovation & Technology GmbH

More information

GLOSSARY for National Core Arts: Media Arts STANDARDS

GLOSSARY for National Core Arts: Media Arts STANDARDS GLOSSARY for National Core Arts: Media Arts STANDARDS Attention Principle of directing perception through sensory and conceptual impact Balance Principle of the equitable and/or dynamic distribution of

More information

Graphics and Perception. Carol O Sullivan

Graphics and Perception. Carol O Sullivan Graphics and Perception Carol O Sullivan Carol.OSullivan@cs.tcd.ie Trinity College Dublin Outline Some basics Why perception is important For Modelling For Rendering For Animation Future research - multisensory

More information

Does a Gradual Transition to the Virtual World increase Presence?

Does a Gradual Transition to the Virtual World increase Presence? Does a Gradual Transition to the Virtual World increase Presence? Frank Steinicke, Gerd Bruder, Klaus Hinrichs Visualization and Computer Graphics (VisCG) Research Group Department of Computer Science

More information

Differences in Fitts Law Task Performance Based on Environment Scaling

Differences in Fitts Law Task Performance Based on Environment Scaling Differences in Fitts Law Task Performance Based on Environment Scaling Gregory S. Lee and Bhavani Thuraisingham Department of Computer Science University of Texas at Dallas 800 West Campbell Road Richardson,

More information

Heart-Rate Variability and Event-Related ECG in Virtual Environments

Heart-Rate Variability and Event-Related ECG in Virtual Environments Heart-Rate Variability and Event-Related ECG in Virtual Environments Guger C.*, Edlinger G.*, Leeb R.+, Pfurtscheller G.+, Antley, A.#, Garau, M.#, Brogni A.#, Friedman D.#, Slater M.# *Guger Technologies

More information

Introduction to Psychology Prof. Braj Bhushan Department of Humanities and Social Sciences Indian Institute of Technology, Kanpur

Introduction to Psychology Prof. Braj Bhushan Department of Humanities and Social Sciences Indian Institute of Technology, Kanpur Introduction to Psychology Prof. Braj Bhushan Department of Humanities and Social Sciences Indian Institute of Technology, Kanpur Lecture - 10 Perception Role of Culture in Perception Till now we have

More information

Network Institute Tech Labs

Network Institute Tech Labs Network Institute Tech Labs Newsletter Spring 2016 It s that time of the year again. A new Newsletter giving you some juicy details on exciting research going on in the Tech Labs. This year it s been really

More information

Distortion products and the perceived pitch of harmonic complex tones

Distortion products and the perceived pitch of harmonic complex tones Distortion products and the perceived pitch of harmonic complex tones D. Pressnitzer and R.D. Patterson Centre for the Neural Basis of Hearing, Dept. of Physiology, Downing street, Cambridge CB2 3EG, U.K.

More information

Human Factors. We take a closer look at the human factors that affect how people interact with computers and software:

Human Factors. We take a closer look at the human factors that affect how people interact with computers and software: Human Factors We take a closer look at the human factors that affect how people interact with computers and software: Physiology physical make-up, capabilities Cognition thinking, reasoning, problem-solving,

More information

A Method for Quantifying the Benefits of Immersion Using the CAVE

A Method for Quantifying the Benefits of Immersion Using the CAVE A Method for Quantifying the Benefits of Immersion Using the CAVE Abstract Immersive virtual environments (VEs) have often been described as a technology looking for an application. Part of the reluctance

More information

MindfulnessExercises.com

MindfulnessExercises.com So, to reduce anxiety, start by taking a moment to relax your body.. soften any unnecessary tension in your belly and shoulder, and find a posture that feels both relaxed and alert, Now close your eyes

More information

VIRTUAL ENVIRONMENTS MAKING COMPELLING. [ By Mary C. Whitton ] DELIVERING A COMPELLING USER EXPERIENCE AND ENSURING

VIRTUAL ENVIRONMENTS MAKING COMPELLING. [ By Mary C. Whitton ] DELIVERING A COMPELLING USER EXPERIENCE AND ENSURING MAKING VIRTUAL ENVIRONMENTS COMPELLING DELIVERING A COMPELLING USER EXPERIENCE AND ENSURING APPLICATION SUCCESS BOTH DEPEND ON THE FIDELITY OF THE USER S SENSORY IMMERSION. [ By Mary C. Whitton ] 40 July

More information

Evaluating Collision Avoidance Effects on Discomfort in Virtual Environments

Evaluating Collision Avoidance Effects on Discomfort in Virtual Environments Evaluating Collision Avoidance Effects on Discomfort in Virtual Environments Nick Sohre, Charlie Mackin, Victoria Interrante, and Stephen J. Guy Department of Computer Science University of Minnesota {sohre007,macki053,interran,sjguy}@umn.edu

More information

Abdulmotaleb El Saddik Associate Professor Dr.-Ing., SMIEEE, P.Eng.

Abdulmotaleb El Saddik Associate Professor Dr.-Ing., SMIEEE, P.Eng. Abdulmotaleb El Saddik Associate Professor Dr.-Ing., SMIEEE, P.Eng. Multimedia Communications Research Laboratory University of Ottawa Ontario Research Network of E-Commerce www.mcrlab.uottawa.ca abed@mcrlab.uottawa.ca

More information

Feeding human senses through Immersion

Feeding human senses through Immersion Virtual Reality Feeding human senses through Immersion 1. How many human senses? 2. Overview of key human senses 3. Sensory stimulation through Immersion 4. Conclusion Th3.1 1. How many human senses? [TRV

More information

Difficulties Using Passive Haptic Augmentation in the Interaction within a Virtual Environment

Difficulties Using Passive Haptic Augmentation in the Interaction within a Virtual Environment Difficulties Using Passive Haptic Augmentation in the Interaction within a Virtual Environment R. Viciana-Abad, A. Reyes-Lecuona, F.J. Cañadas-Quesada Department of Electronic Technology University of

More information

Haptic Cueing of a Visual Change-Detection Task: Implications for Multimodal Interfaces

Haptic Cueing of a Visual Change-Detection Task: Implications for Multimodal Interfaces In Usability Evaluation and Interface Design: Cognitive Engineering, Intelligent Agents and Virtual Reality (Vol. 1 of the Proceedings of the 9th International Conference on Human-Computer Interaction),

More information

38. Looking back to now from a year ahead, what will you wish you d have done now? 39. Who are you trying to please? 40. What assumptions or beliefs

38. Looking back to now from a year ahead, what will you wish you d have done now? 39. Who are you trying to please? 40. What assumptions or beliefs A bundle of MDQs 1. What s the biggest lie you have told yourself recently? 2. What s the biggest lie you have told to someone else recently? 3. What don t you know you don t know? 4. What don t you know

More information

Augmented Home. Integrating a Virtual World Game in a Physical Environment. Serge Offermans and Jun Hu

Augmented Home. Integrating a Virtual World Game in a Physical Environment. Serge Offermans and Jun Hu Augmented Home Integrating a Virtual World Game in a Physical Environment Serge Offermans and Jun Hu Eindhoven University of Technology Department of Industrial Design The Netherlands {s.a.m.offermans,j.hu}@tue.nl

More information

Interacting within Virtual Worlds (based on talks by Greg Welch and Mark Mine)

Interacting within Virtual Worlds (based on talks by Greg Welch and Mark Mine) Interacting within Virtual Worlds (based on talks by Greg Welch and Mark Mine) Presentation Working in a virtual world Interaction principles Interaction examples Why VR in the First Place? Direct perception

More information

Discrimination of Virtual Haptic Textures Rendered with Different Update Rates

Discrimination of Virtual Haptic Textures Rendered with Different Update Rates Discrimination of Virtual Haptic Textures Rendered with Different Update Rates Seungmoon Choi and Hong Z. Tan Haptic Interface Research Laboratory Purdue University 465 Northwestern Avenue West Lafayette,

More information

Haptic Camera Manipulation: Extending the Camera In Hand Metaphor

Haptic Camera Manipulation: Extending the Camera In Hand Metaphor Haptic Camera Manipulation: Extending the Camera In Hand Metaphor Joan De Boeck, Karin Coninx Expertise Center for Digital Media Limburgs Universitair Centrum Wetenschapspark 2, B-3590 Diepenbeek, Belgium

More information

BEING IN THE GAME. Charlene I. Jennett UCL Interaction Centre, University College London

BEING IN THE GAME. Charlene I. Jennett UCL Interaction Centre, University College London BEING IN THE GAME Charlene I. Jennett UCL Interaction Centre, University College London charlene.jennett@ucl.ac.uk Anna L. Cox UCL Interaction Centre, University College London anna.cox@ucl.ac.uk Paul

More information

Exploring Surround Haptics Displays

Exploring Surround Haptics Displays Exploring Surround Haptics Displays Ali Israr Disney Research 4615 Forbes Ave. Suite 420, Pittsburgh, PA 15213 USA israr@disneyresearch.com Ivan Poupyrev Disney Research 4615 Forbes Ave. Suite 420, Pittsburgh,

More information

the human chapter 1 Traffic lights the human User-centred Design Light Vision part 1 (modified extract for AISD 2005) Information i/o

the human chapter 1 Traffic lights the human User-centred Design Light Vision part 1 (modified extract for AISD 2005) Information i/o Traffic lights chapter 1 the human part 1 (modified extract for AISD 2005) http://www.baddesigns.com/manylts.html User-centred Design Bad design contradicts facts pertaining to human capabilities Usability

More information

CHAPTER 8 RESEARCH METHODOLOGY AND DESIGN

CHAPTER 8 RESEARCH METHODOLOGY AND DESIGN CHAPTER 8 RESEARCH METHODOLOGY AND DESIGN 8.1 Introduction This chapter gives a brief overview of the field of research methodology. It contains a review of a variety of research perspectives and approaches

More information

Realtime 3D Computer Graphics Virtual Reality

Realtime 3D Computer Graphics Virtual Reality Realtime 3D Computer Graphics Virtual Reality Marc Erich Latoschik AI & VR Lab Artificial Intelligence Group University of Bielefeld Virtual Reality (or VR for short) Virtual Reality (or VR for short)

More information

NAVIGATIONAL CONTROL EFFECT ON REPRESENTING VIRTUAL ENVIRONMENTS

NAVIGATIONAL CONTROL EFFECT ON REPRESENTING VIRTUAL ENVIRONMENTS NAVIGATIONAL CONTROL EFFECT ON REPRESENTING VIRTUAL ENVIRONMENTS Xianjun Sam Zheng, George W. McConkie, and Benjamin Schaeffer Beckman Institute, University of Illinois at Urbana Champaign This present

More information

Interviews guide. The main types of interview

Interviews guide. The main types of interview Interviews Guide 1 Interviews guide Interviews are structured conversations through which the recruiter is trying to find out if you are a suitable candidate for the role and the organisation. As such

More information

Measuring Presence in Augmented Reality Environments: Design and a First Test of a Questionnaire. Introduction

Measuring Presence in Augmented Reality Environments: Design and a First Test of a Questionnaire. Introduction Measuring Presence in Augmented Reality Environments: Design and a First Test of a Questionnaire Holger Regenbrecht DaimlerChrysler Research and Technology Ulm, Germany regenbre@igroup.org Thomas Schubert

More information

Comparison of Haptic and Non-Speech Audio Feedback

Comparison of Haptic and Non-Speech Audio Feedback Comparison of Haptic and Non-Speech Audio Feedback Cagatay Goncu 1 and Kim Marriott 1 Monash University, Mebourne, Australia, cagatay.goncu@monash.edu, kim.marriott@monash.edu Abstract. We report a usability

More information

EXPERIMENTAL BILATERAL CONTROL TELEMANIPULATION USING A VIRTUAL EXOSKELETON

EXPERIMENTAL BILATERAL CONTROL TELEMANIPULATION USING A VIRTUAL EXOSKELETON EXPERIMENTAL BILATERAL CONTROL TELEMANIPULATION USING A VIRTUAL EXOSKELETON Josep Amat 1, Alícia Casals 2, Manel Frigola 2, Enric Martín 2 1Robotics Institute. (IRI) UPC / CSIC Llorens Artigas 4-6, 2a

More information

Technology designed to empower people

Technology designed to empower people Edition July 2018 Smart Health, Wearables, Artificial intelligence Technology designed to empower people Through new interfaces - close to the body - technology can enable us to become more aware of our

More information

Physiological Measures of Presence in Stressful Virtual Environments

Physiological Measures of Presence in Stressful Virtual Environments Physiological Measures of Presence in Stressful Virtual Environments Michael Meehan Brent Insko Mary Whitton Frederick P. Brooks, Jr. Computer Science Department, University of North Carolina, Chapel Hill

More information

A Three-Dimensional Evaluation of Body Representation Change of Human Upper Limb Focused on Sense of Ownership and Sense of Agency

A Three-Dimensional Evaluation of Body Representation Change of Human Upper Limb Focused on Sense of Ownership and Sense of Agency A Three-Dimensional Evaluation of Body Representation Change of Human Upper Limb Focused on Sense of Ownership and Sense of Agency Shunsuke Hamasaki, Atsushi Yamashita and Hajime Asama Department of Precision

More information

From Encoding Sound to Encoding Touch

From Encoding Sound to Encoding Touch From Encoding Sound to Encoding Touch Toktam Mahmoodi King s College London, UK http://www.ctr.kcl.ac.uk/toktam/index.htm ETSI STQ Workshop, May 2017 Immersing a person into the real environment with Very

More information

E90 Project Proposal. 6 December 2006 Paul Azunre Thomas Murray David Wright

E90 Project Proposal. 6 December 2006 Paul Azunre Thomas Murray David Wright E90 Project Proposal 6 December 2006 Paul Azunre Thomas Murray David Wright Table of Contents Abstract 3 Introduction..4 Technical Discussion...4 Tracking Input..4 Haptic Feedack.6 Project Implementation....7

More information

VIRTUAL REALITY Introduction. Emil M. Petriu SITE, University of Ottawa

VIRTUAL REALITY Introduction. Emil M. Petriu SITE, University of Ottawa VIRTUAL REALITY Introduction Emil M. Petriu SITE, University of Ottawa Natural and Virtual Reality Virtual Reality Interactive Virtual Reality Virtualized Reality Augmented Reality HUMAN PERCEPTION OF

More information

Perception of pitch. Importance of pitch: 2. mother hemp horse. scold. Definitions. Why is pitch important? AUDL4007: 11 Feb A. Faulkner.

Perception of pitch. Importance of pitch: 2. mother hemp horse. scold. Definitions. Why is pitch important? AUDL4007: 11 Feb A. Faulkner. Perception of pitch AUDL4007: 11 Feb 2010. A. Faulkner. See Moore, BCJ Introduction to the Psychology of Hearing, Chapter 5. Or Plack CJ The Sense of Hearing Lawrence Erlbaum, 2005 Chapter 7 1 Definitions

More information

Why interest in visual perception?

Why interest in visual perception? Raffaella Folgieri Digital Information & Communication Departiment Constancy factors in visual perception 26/11/2010, Gjovik, Norway Why interest in visual perception? to investigate main factors in VR

More information

Black Ops Hypnosis Exposed

Black Ops Hypnosis Exposed Black Ops Hypnosis Exposed Hey this is Cameron Crawford with Black Ops Hypnosis. First of all I want to thank you and say congratulations. You are about to become a master of social manipulation because

More information

VIRTUAL REALITY FOR NONDESTRUCTIVE EVALUATION APPLICATIONS

VIRTUAL REALITY FOR NONDESTRUCTIVE EVALUATION APPLICATIONS VIRTUAL REALITY FOR NONDESTRUCTIVE EVALUATION APPLICATIONS Jaejoon Kim, S. Mandayam, S. Udpa, W. Lord, and L. Udpa Department of Electrical and Computer Engineering Iowa State University Ames, Iowa 500

More information

Effects of Visual-Vestibular Interactions on Navigation Tasks in Virtual Environments

Effects of Visual-Vestibular Interactions on Navigation Tasks in Virtual Environments Effects of Visual-Vestibular Interactions on Navigation Tasks in Virtual Environments Date of Report: September 1 st, 2016 Fellow: Heather Panic Advisors: James R. Lackner and Paul DiZio Institution: Brandeis

More information

Running an HCI Experiment in Multiple Parallel Universes

Running an HCI Experiment in Multiple Parallel Universes Author manuscript, published in "ACM CHI Conference on Human Factors in Computing Systems (alt.chi) (2014)" Running an HCI Experiment in Multiple Parallel Universes Univ. Paris Sud, CNRS, Univ. Paris Sud,

More information

RV - AULA 05 - PSI3502/2018. User Experience, Human Computer Interaction and UI

RV - AULA 05 - PSI3502/2018. User Experience, Human Computer Interaction and UI RV - AULA 05 - PSI3502/2018 User Experience, Human Computer Interaction and UI Outline Discuss some general principles of UI (user interface) design followed by an overview of typical interaction tasks

More information

Rubber Hand. Joyce Ma. July 2006

Rubber Hand. Joyce Ma. July 2006 Rubber Hand Joyce Ma July 2006 Keywords: 1 Mind - Formative Rubber Hand Joyce Ma July 2006 PURPOSE Rubber Hand is an exhibit prototype that

More information

Effective Iconography....convey ideas without words; attract attention...

Effective Iconography....convey ideas without words; attract attention... Effective Iconography...convey ideas without words; attract attention... Visual Thinking and Icons An icon is an image, picture, or symbol representing a concept Icon-specific guidelines Represent the

More information

Review of Four Studies on the Use of Physiological Reaction as a Measure of Presence in Stressful Virtual Environments

Review of Four Studies on the Use of Physiological Reaction as a Measure of Presence in Stressful Virtual Environments Applied Psychophysiology and Biofeedback, Vol. 30, No. 3, September 2005 ( C 2005) DOI: 10.1007/s10484-005-6381-3 Review of Four Studies on the Use of Physiological Reaction as a Measure of Presence in

More information

Guidelines for choosing VR Devices from Interaction Techniques

Guidelines for choosing VR Devices from Interaction Techniques Guidelines for choosing VR Devices from Interaction Techniques Jaime Ramírez Computer Science School Technical University of Madrid Campus de Montegancedo. Boadilla del Monte. Madrid Spain http://decoroso.ls.fi.upm.es

More information

Edited by Anna Spagnolli, Luciano Gamberini ISBN:

Edited by Anna Spagnolli, Luciano Gamberini ISBN: PRESENCE 2008 Proceedings of the 11th Annual International Workshop on Presence Padova, 16-18 October 2008 Printed by CLEUP Cooperativa Libraria Universitaria Padova Padova 2008 Edited by Anna Spagnolli,

More information

Immersive Real Acting Space with Gesture Tracking Sensors

Immersive Real Acting Space with Gesture Tracking Sensors , pp.1-6 http://dx.doi.org/10.14257/astl.2013.39.01 Immersive Real Acting Space with Gesture Tracking Sensors Yoon-Seok Choi 1, Soonchul Jung 2, Jin-Sung Choi 3, Bon-Ki Koo 4 and Won-Hyung Lee 1* 1,2,3,4

More information

The Sense of Presence Exploration in Virtual Reality Therapy

The Sense of Presence Exploration in Virtual Reality Therapy Journal of Universal Computer Science, vol. 24, no. 2 (2018), 72-84 submitted: 25/7/17, accepted: 3/11/17, appeared: 28/2/18 J.UCS The Sense of Presence Exploration in Virtual Reality Therapy Max M. North

More information

Representing People in Virtual Environments. Will Steptoe 11 th December 2008

Representing People in Virtual Environments. Will Steptoe 11 th December 2008 Representing People in Virtual Environments Will Steptoe 11 th December 2008 What s in this lecture? Part 1: An overview of Virtual Characters Uncanny Valley, Behavioural and Representational Fidelity.

More information

Perception. Read: AIMA Chapter 24 & Chapter HW#8 due today. Vision

Perception. Read: AIMA Chapter 24 & Chapter HW#8 due today. Vision 11-25-2013 Perception Vision Read: AIMA Chapter 24 & Chapter 25.3 HW#8 due today visual aural haptic & tactile vestibular (balance: equilibrium, acceleration, and orientation wrt gravity) olfactory taste

More information

Immersive Interaction Group

Immersive Interaction Group Immersive Interaction Group EPFL is one of the two Swiss Federal Institutes of Technology. With the status of a national school since 1969, the young engineering school has grown in many dimensions, to

More information

What a Decade of Experiments Reveals about Factors that Influence the Sense of Presence

What a Decade of Experiments Reveals about Factors that Influence the Sense of Presence I N S T I T U T E F O R D E F E N S E A N A L Y S E S What a Decade of Experiments Reveals about Factors that Influence the Sense of Presence Christine Youngblut March 2006 Approved for public release;

More information

Perception of pitch. Definitions. Why is pitch important? BSc Audiology/MSc SHS Psychoacoustics wk 4: 7 Feb A. Faulkner.

Perception of pitch. Definitions. Why is pitch important? BSc Audiology/MSc SHS Psychoacoustics wk 4: 7 Feb A. Faulkner. Perception of pitch BSc Audiology/MSc SHS Psychoacoustics wk 4: 7 Feb 2008. A. Faulkner. See Moore, BCJ Introduction to the Psychology of Hearing, Chapter 5. Or Plack CJ The Sense of Hearing Lawrence Erlbaum,

More information